cavalry



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----- knights that ride horses -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 99 into sea, ice, void, 3 into swamp, hills, 2 into desert, forest, 4 into mountains, 1 into plains.

Hit Points (HP): 3.    Recovers by 0.25 HP each turn.
Construction points (CP): 18.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs wizard, barbarian, Armageddon spell, lightning, fireball, wizard eye, wagon, 30% vs heavy infantry, paladin, cavalry, village, town, city, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 10% vs mass charm, cloudkeep, sailing ship, galley, 40% vs priest, undead, camp, 6% vs wall, castle, 70% vs longbowmen, 60% vs serfs, 45% vs light infantry, 35% vs temple, 25% vs dragon, 15% vs flying carpet, 9% vs tower.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 5% vs cavalry, sailing ship, galley, wall, tower, 40% vs wagon, village, 60% vs camp, 50% vs serfs, 30% vs temple, 20% vs town, 10% vs city, 1% vs castle.
Protection of occupants/transport is *1.00 by default, *0.80 for ring of protection.

Other Actions:
Can be disbanded (1 ACP).

Vision:
100% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Accidents:
Chance to be damaged in an accident: 0% by default, 1% in swamp, mountains.
Amount of damage: 0 by default, 1 in swamp, mountains.

Attrition in HP:
0 by default, 3 in swamp, mountains.

Material Handling:
    food, 50 storage, 2 basic consumption, times 1% if occupant, 1 consumed per move, receive from up to 1 cells away
    mana (none)
    metal, 20 storage, receive from up to 1 cells away


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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